/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once

#include "Player.h"

#include "PlayerController.h"
#include "AI_Brain.h"
#include "Weather.h"

#include "../render/InGameStateView.h"
#include "../Recorder.h"
#include "../IGameState.h"


class EntityManager;
/**
=============================
The Data side of the ingame state
update entities
=============================
*/
class InGameState : public IGameState
{
public:
    InGameState(void);
    /** Initialize the in game state */
    int Init()  { return 0; };
    /** Close off everything */
    void Shutdown(){};
    /** Receive input */
    void GetInput();

	/** Enter the state */
    int Start(){return 0;};
    /** Update the game world */
	void Update(float dt);
    /** Leave the game world */
    void Exit(){};


private:
    // Update, add/remove entites
    EntityManager*     entMng;
    // game recorder, records all gameplay
    Recorder           m_gameRecorder;

    // Weather module
    Weather             m_weather;

    // TODO- replace with AI_Manager
	AI_Brain	        m_aiMng;

    // receive input from the user
    PlayerController    m_playerCtrl;
    friend InGameStateView;
public:
    virtual ~InGameState(void);
};



